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Legendary Celica

Analysis by accidentalgreed
Legendary Celica - Queen of Valentia

5

Obtainable as a 5 only

Hero Stats

Max Avg Total Stats at Lvl 40
162
HP 40
ATK 38
SPD 38
DEF 18
RES 28

Stat Variations

Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 9 7 4 5
Middle 18 10 8 5 6
High 19 11 9 6 7

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 35 35 14 24
Middle 40 38 38 18 28
High 43 41 42 21 31

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

As long as Celica's Speed and Attack aren't impacted negatively, most IV combinations will do. Seeing as she is an offensively-tuned hero, offensive stats will, of course, be her main lookouts.

Assets

  • +SPD: Celica's already-excellent Speed benefits from an Asset and increases by four rather than three on top of that. Seeing as Soul of Zofia encourages Celica to attempt natural follow ups as-is, it's pretty much safe to say this the best Asset you can offer if you are able to.
  • +ATK: Celica's second-best Asset as it slightly improves her raw damage output across all builds. She runs the risk of more neutral matchups against similar-statlined enemies, however.

Neutral

  • RES: Celica's Resistance is the higher and more often-used of her defensive stats as many ranged defenders are tome or dragonstone users. It is preferred to keep it neutral, though Resistance is not bad all at as a zero-merge Flaw anyway.

Flaws

  • -HP/-DEF: Whereas decreased HP makes it easier to enter Soul of Zofia's range, Defense tends to impact Celica's performance less significantly overall if that is ideal for you at zero merges.

Skill Sets

Reina Del Sol (Follow-Up Attacker)

Build by
Recommended
Saintly Seraphim A Swift Sparrow 3
Alternate: Fury (3 or 4)
Draw Back
Alternate: Reposition
B Soul of Zofia
Glimmer
Alternate: Luna
C Atk/Spd Oath 3
Alternate: Spd Smoke 3
IVsSBrazen Atk/Spd 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Preferred IVs: +SPD or +ATK / -HP or -DEF or -RES

  • Standard of many fast and furious attackers, Celica prefers increasing either her Speed (preferred for more follow-up attacks) or Attack while cutting her HP, Defense, or Resistance in return.

Weapon: Saintly Seraphim

  • With a simply-worded secondary effect, Saintly Seraphim yields results disproportionately dangerous results: every attack will take into account 25% of the enemy's Resistance as true damage. High-resistance foes thus can no longer be reliably counted on to steadily take—if even survive—Celica's onslaughts, while those with average or lower Resistance get blown away anyway.
  • Equally simple is the Speed boost of +3, which thankfully increase Celica's odds at making follow-up attacks.

Assist: Draw Back / Reposition / Any High-Scoring Assist

  • For general gameplay purposes, Celica's teammates may appreciate the one-space drawback offered by Draw Back and Reposition.
  • In-game modes focused on unit-based scoring, skills with higher SP costs, such as Harsh Command+ and Rally Up Atk+ will help increase Celica's individual scoring potential.

Special: Glimmer / Luna / Dragon Fang

  • To bypass otherwise difficult matchups, a damaging Special should be taken over Celica's default Miracle.
  • Glimmer is the easiest to recommend due to its low cooldown and high potential output thanks to Saintly Seraphim's fantastic damage.
  • Luna's higher but still-reasonable cooldown value of three makes it a fine choice for non-Flashing Blade builds, as Celica can often save the Special for higher-priority targets.
  • Dragon Fang's longer cooldown of 4 makes it the high-power option for Flashing Blade builds, helping Celica to take down even the most resistant targets at high health.

Passive A: Swift Sparrow 3 / Fury (3 or 4)

  • Celica's default Swift Sparrow 3 certainly does the job and more. Its player-phase only boosts suits Celica's dedication to said phase, and offers the highest initial offensive boosts of any options recommendable in the A slot.
  • Fury can be taken if you prefer safety above all else.
    • Specifically, the additional visible stat padding offered by Fury also increases Celica's defenses, giving her better attacking opportunities.
    • Additionally, the recoil suffered after every successful battle is beneficial in that it allows Celica to enter Soul of Zofia's range naturally with less need to take enemy attacks.

Passive B: Soul of Zofia

  • Celica's unique B slot skill combines the benefits of Null Follow-Up and especially Desperation (a standard on mages similar to Celica) into one package. When below 75% HP, this allows Celica to make consecutive double attacks unheeded against otherwise difficult enemies with follow-up manipulation skills, including Wary Fighter and Great Flame.

Passive C: Atk/Spd Oath / Spd Smoke / Savage Blow / Flexible

  • There's honestly very little reason to replace Atk/Spd Oath, which already provides a self-sufficient bonus of +5 to Celica's offensive stats if she's adjacent to an ally. As with all units, however, the C slot should be suited to your specific needs.
  • Selfish recommendations of note include Spd Smoke and Savage Blow, both of which debilitate surrounding enemies respective of Celica's previous target.

Sacred Seal: Brazen Atk/Spd / Flashing Blade / Swift Sparrow / Darting Blow / Sturdy Blow

  • Brazen Atk/Spd provides a huge boost to Celica's Attack and Speed upon reaching its HP threshold of which is very similar Soul of Zofia, making the two synergistic with each other.  
  • Flashing Blade increases the activation frequency of Specials, and it quite easy to activate considering Celica's resulting Speed after Saintly Seraphim's Speed boost as well as her chosen A slot skill. Specifically, even-numbered Specials like Glimmer and Dragon Fang benefit from improved timings.
  • Players concerned with raw stat performance can run immediate boosting Sacred Seals including Swift Sparrow (additional Attack and Speed), Darting Blow (maximum number of initial follow-up attacks) and Sturdy Blow (improved damage and safer initiations).

Celica's Gale (Area-of-Effect Special)

Build by
Saintly Seraphim A Fury (3 or 4)
Alternate: Life and Death 4
Reposition
Alternate: Draw Back
B Special Spiral 3
Alternate: Soul of Zofia
Blazing Wind
Alternate: Blazing Light
C Atk/Spd Oath 3
IVsSFlashing Blade 3
Alternate: Heavy Blade 3

Show Explanation/Analysis

Preferred IVs: +SPD or +ATK / -HP or -DEF or -RES

  • Celica will prefer Assets in her Attack or Speed as usual. Due to this build's skew towards area-of-effect Specials, Attack is technically preferred as these sorts of Specials measure the visual difference between Celica's Attack and the opponent's Resistance. In most practical scenarios, however, the difference is rather trivial and you can easily run a Speed Asset.  

Weapon: Saintly Seraphim

  • If being struck true by Blazing Wind didn't already smite evil hard enough, Saintly Seraphim's true damage also applies when calculating AoE damage. When combined with other possible damage modifiers, there is little that is able to withstand the true damage onslaught from both the accompanying AoE skill and Saintly Seraphim's killing hit.

Assist: Reposition / Draw Back

Special: Blazing Wind / Blazing Light / Any other AoE Special

  • Due to the nature of Fire Emblem Heroes's maps and enemy units' tendency to huddle up to each other for support, Blazing Wind is generally the most recommended choice as it deals increased damage (difference between Celica's Atk and opponent's Res x 1.5) to a target and any adjacent enemies.
  • The AoE Special chosen at the end of the day is up to your preferences. Blazing Light, for instance, hits enemies diagonal of the target.

Passive A: Fury (3 or 4) / Life and Death (3 or 4) / Flashing Blade 4

  • As AoE Special damage is based off Celica's visible Attack minus the opponent's Resistance, it follows that Celica will want to achieve the highest visible Attack possible.
    • Due to visible stat padding all-around including Celica's defenses, Fury creates safe initial matchups (as Celica likely won't have her Special ready without Pulse support). This is generally Celica's best choice if she chooses to run Soul of Zofia as that synergizes with Fury's recoil damage.
    • Life and Death increases Celica's Attack and Speed by the (currently) highest values possible of direct stat boosts in exchange for dropping her defenses to risky values. If running this, Celica will tend to be choosier of initial uncharged matchups.
  • On top of the true damage offered by Saintly Seraphim, Flashing Blade 4 can potentially add +5 and accelerated Special charge assuming Celica is faster than her target. However, it does not improve stats directly like the previously listed options, leaving Celica reliant on her natural statline and Sacred Seal.

Passive B: Special Spiral / Soul of Zofia

  • After a successful round of combat, successful initial activation of an AoE special, and a Blade skill equipped in one form or another (via A slot, Sacred Seal, or outsourced ally support), Special Spiral can allow Celica to instantly have her Special ready for future rounds of combat.  
  • For a more traditional play on things, Soul of Zofia is still a safe, affordable, and viable option. Although Soul of Zofia doesn't allow Celica to engage in Special spammage as often as she would with Special Spiral, Celica is generally more than competent enough to take down enemies between uncharged Special "downtimes".

Passive C: Atk/Spd Oath / Savage Blow / Pulse Smoke / Flexible

  • Celica's default Atk/Spd Oath is generally perfect enough for this build. It simply provides her with the offensive bonuses needed to magnify her in-combat and AoE damage with the easy condition of being next to an ally.
  • To rub salt in the wounds of AoE-affected foes even further, Celica can run Savage Blow to add a nice 7 damage after combat, though this is generally extraneous.
  • Pulse Smoke is another neat Smoke option that helps against setups reliant on precharged Special activation, which is common especially in the higher rungs of Aether Raids Offense.   

Sacred Seal: Flashing Blade / Heavy Blade / Darting Blow / Atk/Spd 2 / Flexible

  • Special cooldown acceleration is required in one form or another in order to make up for the otherwise long, unwieldly cooldown of AoE Specials. Running cooldown acceleration also allows for the instant Special charging in combination with Special Spiral. The easiest way to attain Special acceleration (if not already using Flashing Blade in the A slot or team skills such as Infantry Flash or Infantry Rush) is simply by using Flashing or Heavy Blade in the Sacred Seal.
    • Flashing Blade is generally preferred as Celica's resulting invested Speed is nearly unchallenged, and Speed manipulation as a whole is easier than Attack due to the great volume of high-Attack enemies.
  • Flashing Blade 4 in the A slot calls for other Sacred Seals, especially those of the Speed-increasing variety for ease of Blade activation. For this purpose, Darting Blow, Atk/Spd 2, and other similar Seals will do.

Strengths

Extraordinary Offensive Stats

Legendary Celica faces little shortages in offensive might due to her starting base 38/38 offenses, which are simply spectacular especially when compared to previous competition. Whereas her Attack allows for great consistent damage across most builds, her already-indomitable Speed is further improved by Saintly Seraphim's innate +3 Speed and also benefits from a superasset (meaning an additional four Speed rather than three).

Soul of Zofia

With her unique B slot skill, Legendary Celica doesn't have to face a common dilemma most highly-invested mages face: choosing between Desperation or Null Follow-Up. Soul of Zofia bundles the effects of these two skills into one neat package, meaning Celica can always make uninterrupted consecutive attacks whenever she can perform follow-ups.

Saintly Seraphim

Like Legendary Alm's Lunar Arc, this tome attack acts as the source of much of Celica's sheer might. Saintly Seraphim strikes fear in even the most fortified of defensive threats as it targets 25% of their Resistance as true damage. In essence, Saintly Seraphim is applying Moonbow on top of whatever damage Celica is already doing, making her near-unwallable. The cherry on top is the bonus +3 Speed, which is always helpful in achieving follow-up attacks and generally making Celica that much more of an offensive force.

Pair Up Legendary Perks

As a Pair Up Legendary, Celica is gifted with a number of privileges during Fire season (bordering on unfair!). Firstly, she increases the scoring of Fire-blessed allies as usual, and her Coliseum scoring is treated as if Celica herself has a stat total of 175. As a result, her infantry mage status (normally a pitfall in scoring) will never burden your scoring in environments such as Arena or Allegiance Battles. Secondly, she benefits from the blessings of mythic heroes in Aether Raids and increases your Lift accordingly. Peony, in particular, is a strong partner in Light season due to her refresher status and Speed blessing.

Weaknesses

Low Defensive Might

Legendary Celica has the usual "fast mage" weakness of below-average defensive stats. Though her overall bulk usually allows for one survivable scrap most of the time, Celica has trouble taking repeating punishment besides that. Particularly concerning is Celica's physical Defense, which makes initiating against dragon and physical distant countering enemies a bit of a stressful venture.

Weak Enemy Phase

Celica's intended playstyle and statline results in a fantastic player phase performance. Unfortunately, the same sadly doesn't apply to her enemy phase which is nearly non-existent.

Competition

As far as singular nuking is concerned, Celica has tons of competitors in Julia, Brave Micaiah, Sonya, Soiree Reinhardt, and much more. Though Celica is great at what she does, she faces high-investment competition with lower-rarity Nino and the equally-available Thrasir.

Availability

As a Legendary Hero, Celica is available every few months on Mythic and Legendary Hero banners. Though this is neat from a time and planning standpoint, this availability is hampered by two other heroes sharing her color, as well as nine other units being a focus on these banners. In other words, for those seeking even a single copy, summoning for Celica may be a bit of a task.  

Weapon Skills

Weapons SP Rng. Mt.
Wind
Learns by default at 1 ★
Unlocks at 1 ★
Green Tome Users Only
50 2 4
Elwind
Learns by default at 3 ★
Unlocks at 2 ★
Green Tome Users Only
100 2 6
Rexcalibur
Learns by default at 4 ★
Unlocks at 3 ★
Green Tome Users Only
200 2 9
Saintly SeraphimGrants Spd+3 If unit initiates combat, deals damage = 25% of foe's Res. (Ignores reductions to Res from Special skills.)
Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 2 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
MiracleIf unit's HP > 1 and foe would reduce unit's HP to 0, unit survives with 1 HP.
Learns by default at 4 ★
Unlocks at 3 ★
Inheritable by all units.
200 5

Passive Skills

Passive Skills SP Slot
Darting Blow 1Grants Spd+2 during combat if unit initiates the attack.
Non-inheritable by Staff-wielding units.
50
A
Swift Sparrow 1If unit initiates combat, unit granted Atk/Spd+2 during battle.
Non-inheritable by Staff-wielding units.
120
A
Swift Sparrow 2If unit initiates combat, unit granted Atk/Spd+4 during battle.
Non-inheritable by Staff-wielding units.
240
A
Swift Sparrow 3If unit initiates combat, grants Atk+6, Spd+7 during Combat
Non-inheritable by Staff-wielding units.
300
A
Soul of ZofiaNeutralizes effects that guarantee foe's follow-up attacks or prevent unit's follow-up attacks during combat. If unit's HP ≤ 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.
Non-Inheritable skill.
300
B
Atk/Spd Oath 1At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.
Infantry & Flying Units Only
60
C
Atk/Spd Oath 2At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.
Infantry & Flying Units Only
120
C
Atk/Spd Oath 3At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.
Infantry & Flying Units Only
240
C

Other Info

Origin
Fire Emblem Echoes

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